/* * PARSEC HEADER: aud_game.h */ #ifndef _AUD_GAME_H_ #define _AUD_GAME_H_ // aud_game.c implements the following functions // --------------------------------------------- // int AUD_DamageRepaired(); // int AUD_EnergyBoosted(); // int AUD_ExtraCollected( int type ); // int AUD_Laser( GenObject *objectpo ); // int AUD_Missile( GenObject *objectpo ); // int AUD_Mine( GenObject *objectpo ); // int AUD_Locked(); // int AUD_LowEnergy(); // int AUD_MaxedOut( int type ); // int AUD_MineCollision(); // int AUD_PlayerKilled(); // int AUD_Select1(); // int AUD_Select2(); // int AUD_ShipDestroyed( GenObject *objectpo ); // int AUD_Tracking(); // int AUD_EnergyExtra(); // int AUD_Lightning( ShipObject *shippo ); // int AUD_LightningOff( ShipObject *shippo ); // int AUD_TrackingBeep(); // int AUD_ButtonSlided(); // int AUD_SpaceCraftViewerIn(); // int AUD_SpaceCraftViewerOut(); // int AUD_NewPlayerJoined(); // int AUD_SelectLaser( int sellaser ); // int AUD_SelectMissile( int selmissile ); // int AUD_SlideIn( int type ); // int AUD_SlideOut( int type ); // int AUD_Countdown( int num ); // int AUD_StartThrust(); // int AUD_IncomingMissile( int looptime ); // int AUD_BootOnBoardComputer(); // int AUD_StopOnBoardComputer(); // int AUD_StartLaserBeam(); // int AUD_StopLaserBeam(); // int AUD_EnemyShieldHit(); // int AUD_EnemyHullHit(); // int AUD_PlayerShieldHit(); // int AUD_PlayerHullHit(); // int AUD_MineDetector(); // int AUD_LowShields(); // int AUD_ActivateAfterBurner(); // int AUD_DeactivateAfterBurner(); // int AUD_SwarmMissiles( Vertex3 *origin, GenObject *dummyobj ); // int AUD_SwarmMissilesOff( GenObject *dummypo ); // int AUD_PhotonLoading( ShipObject *objectpo ); // int AUD_PhotonLoadingOff( ShipObject *objectpo ); // int AUD_PhotonFiring( GenObject* objectpo ); // int AUD_KillsLeft( int killsleft ); // int AUD_EmpBlast( ShipObject *shippo, int level ); // int AUD_YouDidIt(); // int AUD_YouHaveLost(); // int AUD_LiCommenting( int lcid ); // int AUD_LiBabbling( int lbid ); // int AUD_JimCommenting( int jcid ); // int AUD_JimBabbling( int jbid ); // int AUD_Helix( ShipObject *shippo ); // int AUD_HelixOff( ShipObject *shippo ); // int AUD_Teleporter( GenObject* teleporter ); // int AUD_TeleporterOff( GenObject* teleporter ); // int AUD_SkillAmazing(); // int AUD_SkillBrilliant(); // voice enumeration ---------------------------------------------------------- // #define STD_VOICE 2 #define TRACKING_VOICE 3 #define LOCKED_VOICE 4 #define LOWENERGY_VOICE 5 #define EXPLOSION_VOICE 6 #define DESTROYED_VOICE 7 #define LASER1_VOICE 8 #define MISSILE1_VOICE 9 #define MISSILE2_VOICE 10 #define LIGHTNING_VOICE 11 #define TRACKBEEP_VOICE 12 #define BACKGROUND_VOICE 13 #define ENERGYBOOSTED_VOICE 14 #define NEWPLAYERJOINED_VOICE 15 #define ENEMY_HIT_VOICE 16 #define GUN_SELECT_VOICE 17 #define MISS_SELECT_VOICE 18 #define THRUST_VOICE 19 #define SLIDETHRUST_VOICE 20 #define HELIX_VOICE 21 #define COUNTDOWN_VOICE 22 #define ANNOUNCE_VOICE 23 #define AFTERBURNER_VOICE 24 #define PHOTON_CANNON_VOICE 25 #define SWARM_MISSILE_VOICE 26 #define EMP_VOICE 27 // sound effects enumeration -------------------------------------------------- // enum { SND_SELECT1, SND_SELECT2, SND_SHIPDESTROYED, SND_NEWPLAYER, SND_PLAYERLEFT, SND_LOWENERGY, SND_TRACKING, SND_TARGETLOCKED, SND_TRACKINGBEEP, SND_EXPLOSION, SND_LASER1, SND_MISSILE1, SND_MISSILE2, SND_ENERGYEXTRA, SND_DROPMINE, SND_LASER2, SND_LIGHTNING, SND_MINEHIT }; // sound effects names -------------------------------------------------------- // #define SND_NAME_AFTERBURNER_COLLECTED "afterb collected" #define SND_NAME_BUTTONSLIDED "buttonslided" #define SND_NAME_DAMAGE_REPAIRED "damage repaired" #define SND_NAME_DAZZLING_COLLECTED "dazzling collected" #define SND_NAME_DROPMINE "drop mine" #define SND_NAME_DUMB_MISSILE_COLLECTED "dmiss collected" #define SND_NAME_ENERGYEXTRA "get energy" #define SND_NAME_EXPLOSION "explosion" #define SND_NAME_GUIDE_MISSILE_COLLECTED "gmiss collected" #define SND_NAME_INVISIBILITY_COLLECTED "invis collected" #define SND_NAME_INVUL_COLLECTED "invul collected" #define SND_NAME_LASER1 "laser level 1" #define SND_NAME_LASER2 "laser level 2" #define SND_NAME_LASER3 "laser level 3" #define SND_NAME_LIGHTNING "lightning beam" #define SND_NAME_LOWENERGY "low energy" #define SND_NAME_MAXED_OUT "maxed out" #define SND_NAME_MINEHIT "mine hit" #define SND_NAME_MINE_COLLECTED "mine collected" #define SND_NAME_MISSILE1 "dumb missile" #define SND_NAME_MISSILE2 "guided missile" #define SND_NAME_HELIX "helix" #define SND_NAME_NEWPLAYER "new player" #define SND_NAME_OPTIONS_SLIDE_IN "options in" #define SND_NAME_OPTIONS_SLIDE_OUT "options out" #define SND_NAME_PLAYERLEFT "player leaves" #define SND_NAME_SCV_SLIDE_IN "scv in" #define SND_NAME_SCV_SLIDE_OUT "scv out" #define SND_NAME_SELECT1 "cursor movement" #define SND_NAME_SELECT2 "option selected" #define SND_NAME_SELECT_LASER1 "select laser1" #define SND_NAME_SELECT_LASER2 "select laser2" #define SND_NAME_SELECT_LASER3 "select laser3" #define SND_NAME_SELECT_LASER4 "select laser4" #define SND_NAME_SELECT_LASER5 "select laser5" #define SND_NAME_SELECT_MISSILE1 "select missile1" #define SND_NAME_SELECT_MISSILE2 "select missile2" #define SND_NAME_SELECT_MISSILE3 "select missile3" #define SND_NAME_SELECT_MISSILE4 "select missile4" #define SND_NAME_SHIPDESTROYED "Ship destroyed" #define SND_NAME_TARGETLOCKED "target locked" #define SND_NAME_THIEF_COLLECTED "thief collected" #define SND_NAME_TRACKING "tracking" #define SND_NAME_TRACKINGBEEP "tracker beep" #define SND_NAME_COUNTDOWN1 "count1" #define SND_NAME_COUNTDOWN2 "count2" #define SND_NAME_COUNTDOWN3 "count3" #define SND_NAME_COUNTDOWN4 "count4" #define SND_NAME_COUNTDOWN5 "count5" #define SND_NAME_SWITCH_GUN "switch gun" #define SND_NAME_SWITCH_MISSILE "switch missile" #define SND_NAME_THRUST "thrust" #define SND_NAME_SLIDETHRUST "slidethrust" #define SND_NAME_INCOMING "incoming" #define SND_NAME_BOOTING "booting" #define SND_NAME_LASERBEAM "laserbeam" #define SND_NAME_ENEMYSHIELD_HIT "enemy hit" #define SND_NAME_ENEMYHULL_HIT "enemyhull hit" #define SND_NAME_PLAYERSHIELD_HIT "playershield hit" #define SND_NAME_PLAYERHULL_HIT "playerhull hit" #define SND_NAME_LOW_SHIELDS "low shields" #define SND_NAME_ONE_KILL_LEFT "one kill left" #define SND_NAME_TWO_KILLS_LEFT "two kills left" #define SND_NAME_THREE_KILLS_LEFT "two kills left" #define SND_NAME_JIM_COMMENT_AFRAID_1 "jim afraid 1" #define SND_NAME_JIM_COMMENT_AFRAID_2 "jim afraid 2" #define SND_NAME_JIM_COMMENT_ANGRY_1 "jim angry 1" #define SND_NAME_JIM_COMMENT_ANGRY_2 "jim angry 2" #define SND_NAME_JIM_COMMENT_WEAPON_1 "jim weapon 1" #define SND_NAME_JIM_COMMENT_WEAPON_2 "jim weapon 2" #define SND_NAME_JIM_COMMENT_WEAPON_3 "jim weapon 3" #define SND_NAME_JIM_COMMENT_WEAPON_4 "jim weapon 4" #define SND_NAME_JIM_COMMENT_KILLED_1 "jim killed 1" #define SND_NAME_JIM_COMMENT_KILLED_2 "jim killed 2" #define SND_NAME_JIM_COMMENT_EAT_THIS_1 "jim eat this 1" #define SND_NAME_JIM_COMMENT_EAT_THIS_2 "jim eat this 2" #define SND_NAME_JIM_COMMENT_ENERGY "jim energy" #define SND_NAME_JIM_COMMENT_BORED_1 "jim bored 1" #define SND_NAME_JIM_COMMENT_BORED_2 "jim bored 2" #define SND_NAME_DECOY_COLLECTED "decoy collected" #define SND_NAME_LASER_UPGRADE_COLLECTED "laser upgrade collected" #define SND_NAME_PHOTON_CANNON_COLLECTED "photon cannon collected" #define SND_NAME_SWARM_MISSILES_COLLECTED "swarm missiles collected" #define SND_NAME_SKILL_AMAZING "skill amazing" #define SND_NAME_SKILL_BRILLIANT "skill brilliant" #define SND_NAME_AFTERBURNER_ACTIVATE "afterburner activate" #define SND_NAME_AFTERBURNER_DEACTIVATE "afterburner deactivate" #define SND_NAME_PHOTON_LOADING "photon loading" #define SND_NAME_PHOTON_FIRING "photon firing" #define SND_NAME_SWARM_MISSILES "swarm missiles" #define SND_NAME_YOU_DID_IT "you did it" #define SND_NAME_YOU_HAVE_LOST "you have lost" #define SND_NAME_MINE_DETECTOR "mine detector" #define SND_NAME_EMP_1 "emp1" #define SND_NAME_EMP_2 "emp2" #define SND_NAME_EMP_3 "emp3" #define SND_NAME_TELEPORTER "teleporter" // distances for max. volume on distance based sound effects ------------------ // #define MAX_VOLUME_DISTANCE_VISIBLE 4096 #define MAX_VOLUME_DISTANCE_TELEPORTER 500 #endif // _AUD_GAME_H_